Files
kraken/KREngine/KREngine/Classes/KRSkyBox.cpp
mike c74a85d931 Added texture loading and mapping to KRSkybox
--HG--
extra : convert_revision : svn%3A7752d6cf-9f14-4ad2-affc-04f1e67b81a5/trunk%4086
2012-08-30 23:23:28 +00:00

172 lines
5.1 KiB
C++

//
// KRSkyBox.cpp
// KREngine
//
// Created by Michael Ilich on 2012-08-23.
// Copyright (c) 2012 Kearwood Software. All rights reserved.
//
#include <iostream>
#include "KRSkyBox.h"
#import "KRShader.h"
#import "KRContext.h"
#import "KRMat4.h"
#import "KRResource.h"
KRSkyBox::KRSkyBox(KRScene &scene, std::string name) : KRNode(scene, name)
{
m_frontTexture = "";
m_backTexture = "";
m_topTexture = "";
m_bottomTexture = "";
m_leftTexture = "";
m_rightTexture = "";
m_pFrontTexture = NULL;
m_pBackTexture = NULL;
m_pTopTexture = NULL;
m_pBottomTexture = NULL;
m_pLeftTexture = NULL;
m_pRightTexture = NULL;
}
KRSkyBox::~KRSkyBox()
{
}
std::string KRSkyBox::getElementName() {
return "sky_box";
}
void KRSkyBox::loadXML(tinyxml2::XMLElement *e) {
KRNode::loadXML(e);
const char *szFrontTexture = e->Attribute("front_texture");
if(szFrontTexture) {
m_frontTexture = szFrontTexture;
} else {
m_frontTexture = "";
}
m_pFrontTexture = NULL;
const char *szBackTexture = e->Attribute("back_texture");
if(szBackTexture) {
m_backTexture = szBackTexture;
} else {
m_backTexture = "";
}
m_pBackTexture = NULL;
const char *szTopTexture = e->Attribute("top_texture");
if(szTopTexture) {
m_topTexture = szTopTexture;
} else {
m_topTexture = "";
}
m_pTopTexture = NULL;
const char *szBottomTexture = e->Attribute("bottom_texture");
if(szBottomTexture) {
m_bottomTexture = szBottomTexture;
} else {
m_bottomTexture = "";
}
m_pBottomTexture = NULL;
const char *szLeftTexture = e->Attribute("left_texture");
if(szLeftTexture) {
m_leftTexture = szLeftTexture;
} else {
m_leftTexture = "";
}
m_pLeftTexture = NULL;
const char *szRightTexture = e->Attribute("right_texture");
if(szRightTexture) {
m_rightTexture = szRightTexture;
} else {
m_rightTexture = "";
}
m_pRightTexture = NULL;
}
#if TARGET_OS_IPHONE
void KRSkyBox::render(KRCamera *pCamera, KRContext *pContext, KRBoundingVolume &frustrumVolume, KRMat4 &viewMatrix, KRVector3 &cameraPosition, KRNode::RenderPass renderPass) {
// KRNode::render(pCamera, pContext, frustrumVolume, viewMatrix, cameraPosition, lightDirection, pShadowMatrices, shadowDepthTextures, cShadowBuffers, renderPass);
if(renderPass == KRNode::RENDER_PASS_SKYBOX) {
// Skybox is rendered on the final pass of the deferred renderer
if(m_frontTexture.size() && !m_pFrontTexture) {
m_pFrontTexture = pContext->getTextureManager()->getTexture(m_frontTexture.c_str());
}
if(m_backTexture.size() && !m_pBackTexture) {
m_pBackTexture = pContext->getTextureManager()->getTexture(m_backTexture.c_str());
}
if(m_topTexture.size() && !m_pTopTexture) {
m_pTopTexture = pContext->getTextureManager()->getTexture(m_topTexture.c_str());
}
if(m_bottomTexture.size() && !m_pBottomTexture) {
m_pBottomTexture = pContext->getTextureManager()->getTexture(m_bottomTexture.c_str());
}
if(m_leftTexture.size() && !m_pLeftTexture) {
m_pLeftTexture = pContext->getTextureManager()->getTexture(m_leftTexture.c_str());
}
if(m_rightTexture.size() && !m_pRightTexture) {
m_pRightTexture = pContext->getTextureManager()->getTexture(m_rightTexture.c_str());
}
KRMat4 projectionMatrix = pCamera->getProjectionMatrix();
KRMat4 mvpmatrix = m_modelMatrix * viewMatrix * projectionMatrix;
KRMat4 matModelToView = viewMatrix * m_modelMatrix;
matModelToView.transpose();
matModelToView.invert();
// KRShader *pShader = pContext->getShaderManager()->getShader("sky_box", pCamera, false, false, false, 0, false, false, false, false, false, false, false, false, renderPass);
// pShader->bind(pCamera, matModelToView, mvpmatrix, cameraPosition, NULL, NULL, NULL, 0, renderPass);
glActiveTexture(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, m_pFrontTexture->getName());
glBindTexture(GL_TEXTURE_2D, m_pBackTexture->getName());
glBindTexture(GL_TEXTURE_2D, m_pTopTexture->getName());
glBindTexture(GL_TEXTURE_2D, m_pBottomTexture->getName());
glBindTexture(GL_TEXTURE_2D, m_pLeftTexture->getName());
glBindTexture(GL_TEXTURE_2D, m_pRightTexture->getName());
// Disable z-buffer write
glDepthMask(GL_FALSE);
// Disable z-buffer test
glDisable(GL_DEPTH_TEST);
// Render a full screen quad
static const GLfloat squareVertices[] = {
-1.0f, -1.0f,
1.0f, -1.0f,
-1.0f, 1.0f,
1.0f, 1.0f,
};
glBindBuffer(GL_ARRAY_BUFFER, 0);
glVertexAttribPointer(KRShader::KRENGINE_ATTRIB_VERTEX, 2, GL_FLOAT, 0, 0, squareVertices);
glEnableVertexAttribArray(KRShader::KRENGINE_ATTRIB_VERTEX);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
}
#endif